/* cl_main.c entity parsing and management Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #include "QF/cbuf.h" #include "QF/cmd.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/input.h" #include "QF/keys.h" #include "QF/msg.h" #include "QF/plugin.h" #include "QF/qfplist.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/va.h" #include "chase.h" #include "client.h" #include "compat.h" #include "host.h" #include "host.h" #include "r_cvar.h" #include "r_dynamic.h" #include "server.h" // FIXME: put these on hunk? entity_t cl_entities[MAX_EDICTS]; cl_entity_state_t cl_baselines[MAX_EDICTS]; void CL_ClearEnts (void) { int i; // clear other arrays memset (cl_entities, 0, sizeof (cl_entities)); memset (cl_baselines, 0, sizeof (cl_baselines)); memset (r_lightstyle, 0, sizeof (r_lightstyle)); for (i = 0; i < MAX_EDICTS; i++) { cl_baselines[i].ent = &cl_entities[i]; CL_Init_Entity (cl_entities + i); } } static void CL_NewDlight (int key, vec3_t org, int effects) { float radius; float time = 0.1; dlight_t *dl; static quat_t normal = {0.4, 0.2, 0.05, 0.7}; static quat_t red = {0.5, 0.05, 0.05, 0.7}; static quat_t blue = {0.05, 0.05, 0.5, 0.7}; static quat_t purple = {0.5, 0.05, 0.5, 0.7}; if (!(effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT))) return; dl = R_AllocDlight (key); if (!dl) return; VectorCopy (org, dl->origin); radius = 200 + (rand () & 31); if (effects & EF_BRIGHTLIGHT) { radius += 200; dl->origin[2] += 16; } if (effects & EF_DIMLIGHT) if (effects & ~EF_DIMLIGHT) radius -= 100; dl->radius = radius; dl->die = cl.time + time; switch (effects & (EF_BLUE | EF_RED)) { case EF_RED | EF_BLUE: QuatCopy (purple, dl->color); break; case EF_RED: QuatCopy (red, dl->color); break; case EF_BLUE: QuatCopy (blue, dl->color); break; default: QuatCopy (normal, dl->color); break; } } /* CL_LerpPoint Determines the fraction between the last two messages that the objects should be put at. */ static float CL_LerpPoint (void) { float f, frac; f = cl.mtime[0] - cl.mtime[1]; if (!f || cl_nolerp->int_val || cls.timedemo || sv.active) { cl.time = cl.mtime[0]; return 1; } if (f > 0.1) { // dropped packet, or start of demo cl.mtime[1] = cl.mtime[0] - 0.1; f = 0.1; } frac = (cl.time - cl.mtime[1]) / f; if (frac < 0) { if (frac < -0.01) cl.time = cl.mtime[1]; frac = 0; } else if (frac > 1) { if (frac > 1.01) cl.time = cl.mtime[0]; frac = 1; } return frac; } void CL_RelinkEntities (void) { entity_t *ent; cl_entity_state_t *state; dlight_t *dl; float bobjrotate, frac, f, d; int i, j; vec3_t delta; r_player_entity = &cl_entities[cl.viewentity]; // determine partial update time frac = CL_LerpPoint (); // interpolate player info for (i = 0; i < 3; i++) cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); if (cls.demoplayback) { // interpolate the angles for (j = 0; j < 3; j++) { d = cl.mviewangles[0][j] - cl.mviewangles[1][j]; if (d > 180) d -= 360; else if (d < -180) d += 360; cl.viewangles[j] = cl.mviewangles[1][j] + frac * d; } } bobjrotate = anglemod (100 * cl.time); // start on the entity after the world for (i = 1, state = cl_baselines + 1; i < cl.num_entities; i++, state++) { ent = state->ent; if (!ent->model) { // empty slot if (ent->efrag) R_RemoveEfrags (ent); // just became empty continue; } // if the object wasn't included in the last packet, remove it if (state->msgtime != cl.mtime[0]) { ent->model = NULL; //johnfitz -- next time this entity slot is reused, the lerp will //need to be reset ent->lerpflags |= LERP_RESETMOVE|LERP_RESETANIM; if (ent->efrag) R_RemoveEfrags (ent); // just became empty continue; } ent->colormod[3] = ENTALPHA_DECODE (state->alpha); VectorCopy (ent->origin, ent->old_origin); if (state->forcelink) { // The entity was not updated in the last message so move to the // final spot VectorCopy (state->msg_origins[0], ent->origin); VectorCopy (state->msg_angles[0], ent->angles); if (i != cl.viewentity || chase_active->int_val) { if (ent->efrag) R_RemoveEfrags (ent); R_AddEfrags (ent); } } else { // If the delta is large, assume a teleport and don't lerp f = frac; VectorSubtract (state->msg_origins[0], state->msg_origins[1], delta); if (fabs (delta[0]) > 100 || fabs (delta[1] > 100) || fabs (delta[2]) > 100) { // assume a teleportation, not a motion VectorCopy (state->msg_origins[0], ent->origin); VectorCopy (state->msg_angles[0], ent->angles); ent->lerpflags |= LERP_RESETMOVE; } else { // interpolate the origin and angles // FIXME r_lerpmove.value && if (ent->lerpflags & LERP_MOVESTEP) f = 1; VectorMultAdd (state->msg_origins[1], f, delta, ent->origin); for (j = 0; j < 3; j++) { d = state->msg_angles[0][j] - state->msg_angles[1][j]; if (d > 180) d -= 360; else if (d < -180) d += 360; ent->angles[j] = state->msg_angles[1][j] + f * d; } } if (i != cl.viewentity || chase_active->int_val) { if (ent->efrag) { if (!VectorCompare (ent->origin, ent->old_origin)) { R_RemoveEfrags (ent); R_AddEfrags (ent); } } else { R_AddEfrags (ent); } } } // rotate binary objects locally if (ent->model->flags & EF_ROTATE) ent->angles[1] = bobjrotate; if (state->effects & EF_BRIGHTFIELD) R_EntityParticles (ent); if (state->effects & EF_MUZZLEFLASH) { vec3_t fv, rv, uv; dl = R_AllocDlight (i); if (dl) { AngleVectors (ent->angles, fv, rv, uv); VectorMultAdd (ent->origin, 18, fv, dl->origin); dl->origin[2] += 16; dl->radius = 200 + (rand () & 31); dl->die = cl.time + 0.1; dl->minlight = 32; dl->color[0] = 0.2; dl->color[1] = 0.1; dl->color[2] = 0.05; dl->color[3] = 0.7; } #if 0 //FIXME how much do we want this? //johnfitz -- assume muzzle flash accompanied by muzzle flare, //which looks bad when lerped if (ent == &cl_entities[cl.viewentity]) cl.viewent.lerpflags |= LERP_RESETANIM | LERP_RESETANIM2; else ent->lerpflags |= LERP_RESETANIM | LERP_RESETANIM2; #endif } CL_NewDlight (i, ent->origin, state->effects); if (VectorDistance_fast (state->msg_origins[1], ent->origin) > (256 * 256)) VectorCopy (ent->origin, state->msg_origins[1]); if (ent->model->flags & EF_ROCKET) { dl = R_AllocDlight (i); if (dl) { VectorCopy (ent->origin, dl->origin); dl->radius = 200; dl->die = cl.time + 0.1; VectorCopy (r_firecolor->vec, dl->color); dl->color[3] = 0.7; } R_RocketTrail (ent); } else if (ent->model->flags & EF_GRENADE) R_GrenadeTrail (ent); else if (ent->model->flags & EF_GIB) R_BloodTrail (ent); else if (ent->model->flags & EF_ZOMGIB) R_SlightBloodTrail (ent); else if (ent->model->flags & EF_TRACER) R_WizTrail (ent); else if (ent->model->flags & EF_TRACER2) R_FlameTrail (ent); else if (ent->model->flags & EF_TRACER3) R_VoorTrail (ent); else if (ent->model->flags & EF_GLOWTRAIL) R_GlowTrail (ent, state->glow_color); state->forcelink = false; } }